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New update looks really good! Feels like this can turn into something great. Are there plans to add cylinders which can be tapered into cones? Also, in your cornell box screenshot it seems as if you can set roughness and ior on materials, but I haven't found that setting (similarly, metalness).

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Thanks for the kind words! It’s still pretty early, but I’m working on making everything more solid as I progress toward 1.0. You can already modify a cylinder by setting the cube’s bevel factor to 100% and adjusting the cone percentage. Material attributes like metalness, roughness and IOR can be controlled on the layer level, and you’ll see the results in the render preview.

OMG, I can't believe I glossed over the cone slider (guess I didn't expect it there, or I was looking too hard for "taper"). Similarly, also did not realize that the inspector changed contents when I selected a layer, which is great! Now, just to double check, I see that the blending of strokes can be set to chamfer, but can the round of a stroke also be set to chamfer somehow (although I'm getting a feeling of deja vu from a previous comment writing this)...

Thanks for your comment! You're correct that it's currently not possible to bevel all edges directly, for example, on a cube. However, you might achieve a similar effect by using a negative shape with a chamfer blend. Let me know if that works for your use case!


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I'm trying this out again, and again had to look up how to create a cone. Just for the usability sake I would add the cone slider to the cylinder, and behind the scenes convert it to a beveled cube even though that might be a dirty hack. It's just that logically I think about a cone as being a modified cylinder, not a cube, even though in the magical maths world of SDF that might not be the case. I also haven't figured out how to lock X/Z to easy change radius for cones/cylinders. Sorry, I might have a weird brain.

EDIT: How is it possible to make an exaggerated baseball bat with the current tools? I can't figure it out... this is as far as it goes for me and it's not nearly cone shaped enough...


I’ll add more modifiers as I go, but usually I’d just use a spline with two control points. If you set the curvature to 0, you’ll get a straight linear falloff between them.

For more control over the top/bottom you can also add a negative cube.



Cheers,
Sascha

Thanks for the tip, that worked!

Btw, I've just learned that the correct name for the "cone" modifier on a cuboid is "quadrilateral frustrum apex truncatred square pyramid" (or perhaps "taper" or "draft" if one wants to use what we do in the CAD world). :D


That looks pretty awesome — Haha, naming it like that would definitely be a tongue twister! I’ll think about it for future releases :)